// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

#include "ui/compositor/layer_animation_sequence.h"

#include "base/compiler_specific.h"
#include "base/memory/scoped_ptr.h"
#include "base/time/time.h"
#include "cc/animation/animation_events.h"
#include "testing/gtest/include/gtest/gtest.h"
#include "ui/compositor/layer_animation_delegate.h"
#include "ui/compositor/layer_animation_element.h"
#include "ui/compositor/test/test_layer_animation_delegate.h"
#include "ui/compositor/test/test_layer_animation_observer.h"
#include "ui/compositor/test/test_utils.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/transform.h"

namespace ui {

namespace {

    // Check that the sequence behaves sanely when it contains no elements.
    TEST(LayerAnimationSequenceTest, NoElement)
    {
        LayerAnimationSequence sequence;
        base::TimeTicks start_time;
        start_time += base::TimeDelta::FromSeconds(1);
        sequence.set_start_time(start_time);
        EXPECT_TRUE(sequence.IsFinished(start_time));
        EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
                      LayerAnimationElement::UNKNOWN),
            sequence.properties());
        EXPECT_FALSE(sequence.HasConflictingProperty(LayerAnimationElement::UNKNOWN));
    }

    // Check that the sequences progresses the delegate as expected when it contains
    // a single non-threaded element.
    TEST(LayerAnimationSequenceTest, SingleElement)
    {
        LayerAnimationSequence sequence;
        TestLayerAnimationDelegate delegate;
        float start = 0.0f;
        float middle = 0.5f;
        float target = 1.0f;
        base::TimeTicks start_time;
        base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
        sequence.AddElement(
            LayerAnimationElement::CreateBrightnessElement(target, delta));

        for (int i = 0; i < 2; ++i) {
            start_time += delta;
            sequence.set_start_time(start_time);
            delegate.SetBrightnessFromAnimation(start);
            sequence.Start(&delegate);
            sequence.Progress(start_time, &delegate);
            EXPECT_FLOAT_EQ(start, delegate.GetBrightnessForAnimation());
            sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(500),
                &delegate);
            EXPECT_FLOAT_EQ(middle, delegate.GetBrightnessForAnimation());
            EXPECT_TRUE(sequence.IsFinished(start_time + delta));
            sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(1000),
                &delegate);
            EXPECT_FLOAT_EQ(target, delegate.GetBrightnessForAnimation());
        }

        EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
                      LayerAnimationElement::BRIGHTNESS),
            sequence.properties());
    }

    // Check that the sequences progresses the delegate as expected when it contains
    // a single threaded element.
    TEST(LayerAnimationSequenceTest, SingleThreadedElement)
    {
        LayerAnimationSequence sequence;
        TestLayerAnimationDelegate delegate;
        float start = 0.0f;
        float middle = 0.5f;
        float target = 1.0f;
        base::TimeTicks start_time;
        base::TimeTicks effective_start;
        base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
        sequence.AddElement(
            LayerAnimationElement::CreateOpacityElement(target, delta));

        for (int i = 0; i < 2; ++i) {
            int starting_group_id = 1;
            sequence.set_animation_group_id(starting_group_id);
            start_time = effective_start + delta;
            sequence.set_start_time(start_time);
            delegate.SetOpacityFromAnimation(start);
            sequence.Start(&delegate);
            sequence.Progress(start_time, &delegate);
            EXPECT_FLOAT_EQ(start, sequence.last_progressed_fraction());
            effective_start = start_time + delta;
            sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
                cc::AnimationEvent::STARTED, 0, sequence.animation_group_id(),
                cc::Animation::OPACITY, effective_start));
            sequence.Progress(effective_start + delta / 2, &delegate);
            EXPECT_FLOAT_EQ(middle, sequence.last_progressed_fraction());
            EXPECT_TRUE(sequence.IsFinished(effective_start + delta));
            sequence.Progress(effective_start + delta, &delegate);
            EXPECT_FLOAT_EQ(target, sequence.last_progressed_fraction());
            EXPECT_FLOAT_EQ(target, delegate.GetOpacityForAnimation());
        }

        EXPECT_EQ(static_cast<LayerAnimationElement::AnimatableProperties>(
                      LayerAnimationElement::OPACITY),
            sequence.properties());
    }

    // Check that the sequences progresses the delegate as expected when it contains
    // multiple elements. Note, see the layer animator tests for cyclic sequences.
    TEST(LayerAnimationSequenceTest, MultipleElement)
    {
        LayerAnimationSequence sequence;
        TestLayerAnimationDelegate delegate;
        float start_opacity = 0.0f;
        float target_opacity = 1.0f;
        base::TimeTicks start_time;
        base::TimeTicks opacity_effective_start;
        base::TimeTicks transform_effective_start;
        base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
        sequence.AddElement(
            LayerAnimationElement::CreateOpacityElement(target_opacity, delta));

        // Pause bounds for a second.
        sequence.AddElement(LayerAnimationElement::CreatePauseElement(
            LayerAnimationElement::BOUNDS, delta));

        gfx::Transform start_transform, target_transform, middle_transform;
        start_transform.Rotate(-30.0);
        target_transform.Rotate(30.0);

        sequence.AddElement(
            LayerAnimationElement::CreateTransformElement(target_transform, delta));

        for (int i = 0; i < 2; ++i) {
            int starting_group_id = 1;
            sequence.set_animation_group_id(starting_group_id);
            start_time = opacity_effective_start + 4 * delta;
            sequence.set_start_time(start_time);
            delegate.SetOpacityFromAnimation(start_opacity);
            delegate.SetTransformFromAnimation(start_transform);

            sequence.Start(&delegate);
            sequence.Progress(start_time, &delegate);
            EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
            opacity_effective_start = start_time + delta;
            EXPECT_EQ(starting_group_id, sequence.animation_group_id());
            sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
                cc::AnimationEvent::STARTED, 0, sequence.animation_group_id(),
                cc::Animation::OPACITY, opacity_effective_start));
            sequence.Progress(opacity_effective_start + delta / 2, &delegate);
            EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
            sequence.Progress(opacity_effective_start + delta, &delegate);
            EXPECT_FLOAT_EQ(target_opacity, delegate.GetOpacityForAnimation());

            // Now at the start of the pause.
            EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
            TestLayerAnimationDelegate copy = delegate;

            // In the middle of the pause -- nothing should have changed.
            sequence.Progress(opacity_effective_start + delta + delta / 2,
                &delegate);
            CheckApproximatelyEqual(delegate.GetBoundsForAnimation(),
                copy.GetBoundsForAnimation());
            CheckApproximatelyEqual(delegate.GetTransformForAnimation(),
                copy.GetTransformForAnimation());
            EXPECT_FLOAT_EQ(delegate.GetOpacityForAnimation(),
                copy.GetOpacityForAnimation());

            sequence.Progress(opacity_effective_start + 2 * delta, &delegate);
            CheckApproximatelyEqual(start_transform,
                delegate.GetTransformForAnimation());
            EXPECT_FLOAT_EQ(0.0, sequence.last_progressed_fraction());
            transform_effective_start = opacity_effective_start + 3 * delta;
            EXPECT_NE(starting_group_id, sequence.animation_group_id());
            sequence.OnThreadedAnimationStarted(cc::AnimationEvent(
                cc::AnimationEvent::STARTED, 0, sequence.animation_group_id(),
                cc::Animation::TRANSFORM, transform_effective_start));
            sequence.Progress(transform_effective_start + delta / 2, &delegate);
            EXPECT_FLOAT_EQ(0.5, sequence.last_progressed_fraction());
            EXPECT_TRUE(sequence.IsFinished(transform_effective_start + delta));
            sequence.Progress(transform_effective_start + delta, &delegate);
            CheckApproximatelyEqual(target_transform,
                delegate.GetTransformForAnimation());
        }

        EXPECT_EQ(
            static_cast<LayerAnimationElement::AnimatableProperties>(
                LayerAnimationElement::OPACITY | LayerAnimationElement::TRANSFORM | LayerAnimationElement::BOUNDS),
            sequence.properties());
    }

    // Check that a sequence can still be aborted if it has cycled many times.
    TEST(LayerAnimationSequenceTest, AbortingCyclicSequence)
    {
        LayerAnimationSequence sequence;
        TestLayerAnimationDelegate delegate;
        float start_brightness = 0.0f;
        float target_brightness = 1.0f;
        base::TimeTicks start_time;
        base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
        sequence.AddElement(
            LayerAnimationElement::CreateBrightnessElement(target_brightness, delta));

        sequence.AddElement(
            LayerAnimationElement::CreateBrightnessElement(start_brightness, delta));

        sequence.set_is_cyclic(true);

        delegate.SetBrightnessFromAnimation(start_brightness);

        start_time += delta;
        sequence.set_start_time(start_time);
        sequence.Start(&delegate);
        sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(101000),
            &delegate);
        EXPECT_FLOAT_EQ(target_brightness, delegate.GetBrightnessForAnimation());
        sequence.Abort(&delegate);

        // Should be able to reuse the sequence after aborting.
        delegate.SetBrightnessFromAnimation(start_brightness);
        start_time += base::TimeDelta::FromMilliseconds(101000);
        sequence.set_start_time(start_time);
        sequence.Progress(start_time + base::TimeDelta::FromMilliseconds(100000),
            &delegate);
        EXPECT_FLOAT_EQ(start_brightness, delegate.GetBrightnessForAnimation());
    }

    // Check that a sequence can be 'fast-forwarded' to the end and the target set.
    // Also check that this has no effect if the sequence is cyclic.
    TEST(LayerAnimationSequenceTest, SetTarget)
    {
        LayerAnimationSequence sequence;
        TestLayerAnimationDelegate delegate;
        float start_opacity = 0.0f;
        float target_opacity = 1.0f;
        base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
        sequence.AddElement(
            LayerAnimationElement::CreateOpacityElement(target_opacity, delta));

        LayerAnimationElement::TargetValue target_value(&delegate);
        target_value.opacity = start_opacity;
        sequence.GetTargetValue(&target_value);
        EXPECT_FLOAT_EQ(target_opacity, target_value.opacity);

        sequence.set_is_cyclic(true);
        target_value.opacity = start_opacity;
        sequence.GetTargetValue(&target_value);
        EXPECT_FLOAT_EQ(start_opacity, target_value.opacity);
    }

    TEST(LayerAnimationSequenceTest, AddObserver)
    {
        base::TimeTicks start_time;
        base::TimeDelta delta = base::TimeDelta::FromSeconds(1);
        LayerAnimationSequence sequence;
        sequence.AddElement(
            LayerAnimationElement::CreateBrightnessElement(1.0f, delta));
        for (int i = 0; i < 2; ++i) {
            start_time += delta;
            sequence.set_start_time(start_time);
            TestLayerAnimationObserver observer;
            TestLayerAnimationDelegate delegate;
            sequence.AddObserver(&observer);
            EXPECT_TRUE(!observer.last_ended_sequence());
            sequence.Progress(start_time + delta, &delegate);
            EXPECT_EQ(observer.last_ended_sequence(), &sequence);
            sequence.RemoveObserver(&observer);
        }
    }

} // namespace

} // namespace ui
